Multiplayer Desync 12.30

Bugs that are actually features.
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Jman
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Multiplayer Desync 12.30

Post by Jman »

Hi,

I keep getting desynced from my friends multiplayer game. It is just the two of us on the map, he is hosting it. After many desyncs I notice it seems to happen when I open a chest or train inventory. It doesnt always happen when i open a chest but when it happens it seems it is right after I opened a chest to check contents. It only happens to me and not my friend hosting it. We are using these mods: Base Mod, Autofill, Fully Automated Rail Layer, Fast Filter Fill, Initial Scan, Larger Inventory, Long Reach, RSO radar, and Upgrade planner. I attached the log file. This instance it desynced and crashed. Any help is appreciated because this is happening quite often now.
Attachments
factorio-current.log
(18.34 KiB) Downloaded 82 times

Rseding91
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Re: Multiplayer Desync 12.30

Post by Rseding91 »

Does it happen without the mods? If not, then one of the mods is most likely causing it.

If you can upload the save + mods I can take a look at it and see which one might be causing it.
If you want to get ahold of me I'm almost always on Discord.

Jman
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Re: Multiplayer Desync 12.30

Post by Jman »

I don't know if its the mods or not, or even which one it would be. I will ask my friend to turn the mods off the next chance we have to play together. Here is the map save and mods.
Attachments
upgrade-planner_1.1.9.zip
(10.11 KiB) Downloaded 79 times
RSORadar_0.0.1.zip
(1.46 KiB) Downloaded 91 times
long-reach_0.0.4.zip
(556 Bytes) Downloaded 75 times
Larger Inventory_1.0.0.zip
(489 Bytes) Downloaded 75 times
InitialScan_0.1.3.zip
(1.01 KiB) Downloaded 72 times
FastFilterFill_0.5.2.zip
(3.31 KiB) Downloaded 78 times
FARL_0.5.22.zip
(10.12 MiB) Downloaded 82 times
autofill_1.3.12.zip
(12.15 KiB) Downloaded 70 times
Desync map.zip
(12.76 MiB) Downloaded 89 times

Gavitor
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Re: Multiplayer Desync 12.30

Post by Gavitor »

When we first started the map we didn't have any desync issues, this was a recent problem. I believe it has something to do with the logistics because it happens when he messes with requester boxes.

Let me know if you need anything from my end.

Rseding91
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Re: Multiplayer Desync 12.30

Post by Rseding91 »

It's the FastFilterFill mod causing the desync. It's not written correctly for MP.

On line 91 of the control.lua file in that mod it uses a local variable as it's tick counter which will get reset for every new player joining a MP game. That tick counter should be stored in the global table along with everything else so it persists between save/load.

If you remove that mod it should fix your issue. You can also link this post to the mod author so he can fix his mod.
If you want to get ahold of me I'm almost always on Discord.

Gavitor
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Re: Multiplayer Desync 12.30

Post by Gavitor »

Thank you for the help, that solved the problem.

Also thank you for sharing this post in the mod thread.

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